Persistent Gallery (Service + localStorage)
This version keeps unlocks outside normal game saves. A CG stays unlocked after starting a new game or loading an older slot. If unlocks should follow each save instead, use the built-in Gallery from narraleaf-react; registered Service data is already included in SavedGame.
Part 1: Complete Gallery source code
The implementation includes action triggers, localStorage persistence, and constructor-time loading:
// lib/gallery.ts
import { Service } from "narraleaf-react";
import type { LambdaHandler, ScriptCtx, ServiceHandlerCtx } from "narraleaf-react";
export type GalleryMetadata = {
url: string;
title: string;
unlockedAt: number;
};
type GalleryActions = {
add: [name: string, metadata: GalleryMetadata | ((ctx: ScriptCtx) => GalleryMetadata)];
remove: [name: string];
clear: [];
};
type GalleryStorage = {
unlocked: Record<string, GalleryMetadata>;
};
type GalleryOptions = {
storageKey?: string;
autoSave?: boolean;
};
export class GalleryService extends Service<GalleryActions, null> {
private unlocked: Record<string, GalleryMetadata> = {};
private readonly storageKey: string;
private readonly autoSave: boolean;
constructor(options: GalleryOptions = {}) {
super();
this.storageKey = options.storageKey ?? "game-gallery";
this.autoSave = options.autoSave ?? true;
this.loadFromStorage();
this.setupActions();
}
// Returning null keeps this service out of SavedGame.
// localStorage is the only source of truth for permanent unlocks.
serialize(): null {
return null;
}
// Required by Service's storage contract; no SavedGame data is restored.
deserialize(_data: null): void {}
public add(name: string, metadata: GalleryMetadata | ((ctx: ScriptCtx) => GalleryMetadata)) {
return this.trigger("add", name, metadata);
}
public remove(name: string) {
return this.trigger("remove", name);
}
public clear() {
return this.trigger("clear");
}
public has(name: string): LambdaHandler<boolean> {
return () => this.unlocked[name] !== undefined;
}
public $add(name: string, metadata: GalleryMetadata) {
this.unlocked[name] = metadata;
this.saveToStorage();
}
public $remove(name: string) {
delete this.unlocked[name];
this.saveToStorage();
}
public $clear() {
this.unlocked = {};
this.saveToStorage();
}
public $get(name: string): GalleryMetadata | undefined {
return this.unlocked[name];
}
public $set(name: string, metadata: GalleryMetadata) {
this.unlocked[name] = metadata;
this.saveToStorage();
}
public $getAll(): Record<string, GalleryMetadata> {
return this.unlocked;
}
public $has(name: string): boolean {
return this.unlocked[name] !== undefined;
}
private setupActions() {
this.on("add", (ctx: ServiceHandlerCtx, name, metadata) => {
const parsed = typeof metadata === "function" ? metadata(ctx) : metadata;
this.unlocked[name] = parsed;
this.saveToStorage();
});
this.on("remove", (_ctx: ServiceHandlerCtx, name) => {
delete this.unlocked[name];
this.saveToStorage();
});
this.on("clear", (_ctx: ServiceHandlerCtx) => {
this.$clear();
});
}
private loadFromStorage() {
if (typeof localStorage === "undefined") return;
const raw = localStorage.getItem(this.storageKey);
if (!raw) return;
try {
const parsed = JSON.parse(raw) as GalleryStorage;
this.unlocked = parsed.unlocked ?? {};
} catch {}
}
private saveToStorage() {
if (!this.autoSave) return;
if (typeof localStorage === "undefined") return;
const data = this.serialize();
if (data) {
localStorage.setItem(this.storageKey, JSON.stringify(data));
}
}
}Register the service:
// lib/story.ts
import { Story, Scene, Character, Condition } from "narraleaf-react";
import { GalleryService } from "@/lib/gallery";
const story = new Story("my-story");
const gallery = new GalleryService();
const narrator = new Character(null);
const scene = new Scene("start");
// Register custom service
story.registerService("gallery", gallery);
story.entry(scene);Part 2: Examples and real scenarios
1) Unlock CG in the story
scene.action([
narrator.say("You discovered a beautiful sunset."),
gallery.add("cg_sunset", {
url: "/images/cg/sunset.png",
title: "Sunset",
unlockedAt: Date.now(),
}),
narrator.say("Added to gallery."),
]);2) Conditional branching (different dialogue when already unlocked)
scene.action([
Condition.If(gallery.has("cg_sunset"), [
narrator.say("You've already seen the sunset."),
]).Else([
narrator.say("You discovered a beautiful sunset."),
gallery.add("cg_sunset", {
url: "/images/cg/sunset.png",
title: "Sunset",
unlockedAt: Date.now(),
}),
]),
]);3) Gallery page display (overlay scenario)
// components/GalleryPage.tsx
import { useLiveGame } from "narraleaf-react";
import type { GalleryService } from "@/lib/gallery";
export function GalleryPage() {
const liveGame = useLiveGame();
const gallery = liveGame.story?.getService<GalleryService>("gallery");
if (!gallery) return null;
const items = gallery.$getAll();
return (
<div className="grid grid-cols-3 gap-4 p-4">
{Object.entries(items).map(([name, meta]) => (
<div key={name} className="border rounded overflow-hidden">
<img
src={meta.url}
alt={meta.title}
className="w-full aspect-video object-cover"
/>
<p className="p-2 text-sm">{meta.title}</p>
</div>
))}
</div>
);
}4) Persistence independent of game saves
The localStorage layer is separate from the save system. serialize() returns null, so loading an older slot cannot roll the gallery back.
Part 3: API
| Method | Description |
|---|---|
add(name, metadata) | Unlock in scene.action, accepts object or (ctx) => metadata |
remove(name) | Remove in scene.action |
clear() | Clear all in scene.action |
has(name) | Returns LambdaHandler<boolean> for Condition |
$add(name, metadata) | Add immediately and persist |
$remove(name) | Remove immediately and persist |
$clear() | Clear immediately and persist |
$get(name) | Get single entry metadata |
$set(name, metadata) | Set metadata and persist |
$getAll() | Get all entries |
$has(name) | Check if unlocked |
serialize() | Returns null; unlocks are stored only in localStorage |
See Also
- Service - Service handler context
- Story.registerService - Service registration
- Condition - Conditional branching
- Page overlay - Overlay pages and routing
- Built-in Gallery - Gallery state that follows each game save